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consolidated:hann_empire:hann_navy [2025/04/16 14:46] johnbconsolidated:hann_empire:hann_navy [2025/04/20 11:04] (current) – [Crew] johnb
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 ===== Vessels ===== ===== Vessels =====
  
-  * **Ship’s Boats** patrol harbours, local waterways and canals. They are on the lookout for smugglers, tax evaders, thieves and people who don't obey the harbour rules.  They are generally commanded by a marine lieutenant or sergeant, with a mixed complement of Rowers and Marines. +  * **Light Galleys** are about forty feet long, equipped with a ram and forward facing catapult.  Their sailing crew (15) all have combat training and are supported by a squad (five) of marines.  They are used for harbour and coastal patrols, under the command of a Lieutenant. 
-  * **Light Galleys** are similar to longshipsbut are often equipped with rams and, sometimes, a couple of ballistae.  They can carry a squad of marines, that can be backed up by 10 sailors and 40 rowers.  They are used for local coastal patrols, under the command of a Lieutenant-Commander+  * **Sloops of War** are light sailing ships, normally brought from commercial shipyards, that have been modified to serve as Military vessels.  They have a larger crew  (about 50)than merchant ships, which will include marines and artillerists to serve the battery of 10x light ballistae.  They are the workhorse of the navynormally deployed as messengers, scouts and patrol vessels or to deal with small-scale local unrest.  They are generally have Lt Commander in charge
-  * **Cutters** are among the smallest sailing ships to sail in open waters.  They have a single mast, and with a sail plan normally associated with smaller vessels, but are able to match other ships for speed and manoeuvrability.  They are less well armed than other naval vessels and only carry a single squad of marineswhich makes them ideal for use as scouts and messengers.  They are often used for patrol duties, under Lieutenant-Commander, and are one of the navy's work-horse vessels+  * **War Ships** Fully Rigged, three masted sailing ships, sometimes referred to as Frigateswith complement of seventy-five crew, deck mounted catapults and batteries of ballistae. They are the long arm of the navy deployed, under a Lt Commander, to send message of strength in the field.  
-  * **Sloops of War** are sailing ships, of a conventional size and sail planthat are more than match for most other vessels.  They are often carry a platoon of marines and are equipped with batteries of ballistae and catapults. They are generally deployed, under a Lt Commander, to protect squadron, or to deal with local unrest  +  * **Men of War** are much larger sailing ships, among the largest built, and are equipped with large batteries of ballistae and catapults.  They often carry a company of marines, and are the main protagonists in deep-sea, or distant, battles.  With a commander in charge, they are more than a match for most other sailing ships. 
-  * **Men of War** are much larger sailing ships, among the largest built, and are equipped with large batteries of ballistae and catapults.  They often carry a company of marines, and are the main protagonists in deep-sea, or distant, battles.  With a commander in charge, they are more than a match for most other sailing ships.+
   * **War Ships** have both oars and sails, but are smaller than the great galley.  They do not have a lot of space for supplies and are not good on the open seas.  However, they can carry a full company of marines over short distances and, with a commander in charge, are often used to defend city harbours, as they can overcome most other vessels on the seas.    * **War Ships** have both oars and sails, but are smaller than the great galley.  They do not have a lot of space for supplies and are not good on the open seas.  However, they can carry a full company of marines over short distances and, with a commander in charge, are often used to defend city harbours, as they can overcome most other vessels on the seas. 
   * **Galleys** are massive vessels powered by both oar and sail.  Equipped with ballistae and catapults, they carry a company of Marines, who can be supported by a full company of fighting oarsmen.  To make it worse, they are the fastest ships on the water, although they are not good in open water, and can’t carry enough supplies for long voyages.  They are used to fight defensive or local wars. Under a Captain, they are probably the nucleus of a battle fleet.   * **Galleys** are massive vessels powered by both oar and sail.  Equipped with ballistae and catapults, they carry a company of Marines, who can be supported by a full company of fighting oarsmen.  To make it worse, they are the fastest ships on the water, although they are not good in open water, and can’t carry enough supplies for long voyages.  They are used to fight defensive or local wars. Under a Captain, they are probably the nucleus of a battle fleet.
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 **These crew profiles have been built without racial benefits taken into consideration.**  \\ **These crew profiles have been built without racial benefits taken into consideration.**  \\
-That doesn't matter for unnamed characters, but you should personalize the stat block if you decide to name the characters. The extra skills and feats represent a mixture of their ++job aboard ship|(Carpenter, Cook, Servant etc)++ and their ++hobbies & interests|(Sing, Play an Instrument, scrimshaw etc)++. ++ Racial Benefits | (Humans = +1 feat & +2 skill points: Look at racial weapon proficiencies and skills in particular++.  Shore uniform is generally white calf-length trousers, a blue top and a simple woolly hat.  On a formal parade, sailors will carry a boarding pike while rowers have a belaying pin stuck through their belt+That doesn't matter for unnamed characters, but you should personalize the stat block if you decide to name the characters. The extra skills and feats represent a mixture of their ++job aboard ship|(Carpenter, Cook, Servant etc)++ and their ++hobbies & interests|(Sing, Play an Instrument, scrimshaw etc)++. ++ Racial Benefits | (Humans = +1 feat & +2 skill points: Look at racial weapon proficiencies and skills in particular++.  Shore uniform is generally white calf-length trousers, a blue top and a simple woolly hat.  On a formal parade, they will all carry a Boarding Pike. 
 + 
 +++++ Seaman (Expert-1 / Warrior-1)| 
 +They have probably been trained 'in service', although some will have started out as sailors, and have stayed that way ever since.  These Soldier/Sailors are the lifeblood of navies everywhere -  they sail the ship and can defend it - or serve as marines, if required.  It is a tough life, but it is steady employment, with regular food and wages -  although the wages are small and often paid in arrears -  but who needs money in your pocket when you are far out to sea.  A very few, the best of them, might get a chance to train as junior officer.
  
-++++ Sailor (Expert-1 / Warrior-1)| 
-They have probably been trained 'in service', although some will have started out as sailors, and have stayed that way ever since.  It is a tough life, but it is steady employment, with regular food and wages -  although the wages are small and often paid in arrears -  but who needs money in your pocket when you are far out to sea.  A very few, the best of them, might get a chance to train as a junior officer. 
   * Init +1; Senses Perception +6   * Init +1; Senses Perception +6
   * DEFENSE:  AC 14, hp 17 (Toughness & Favoured Class x2)   * DEFENSE:  AC 14, hp 17 (Toughness & Favoured Class x2)
-  * Combat: Boarding Axe +2 (1d6+1/20 x3), heavy crossbow +2 (1d10/19–20)+  * Combat: Cutlass +2 (1d6+1 / 18-20x2), light crossbow +2 (1d8/19–20)
   * Feats Athletic, toughness   * Feats Athletic, toughness
-  * Skills Acrobatics +6, Climb +8, Perception +6, Profession (sailor) +6, Profession (soldier) +5, Swim +8  (+1 for customisation+  * Skills Acrobatics +6, Climb +8, Perception +5, Profession (sailor) +6, Profession (soldier) +5, Profession/Craft +5, Swim +8  (+1 for craft/profession & +1 for personalization)
-  * Gear studded leather, heavy crossbow with 10 bolts, Boarding Axe+  * Gear studded leather, light crossbow with 10 bolts, Cutlass.  
 + 
 +During Combat, Seamen try to pick off enemy officers and leaders with the crossbows, then use ropes to swing into melee combat, and attack with their cutlasses.
 ++++ ++++
 +
 +You might choose to distribute a few [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-0/shipmate-human-expert-1-warrior-1/|Shipmates]] among the seamen.
  
 ++++ Deck Hand (Expert-1/Commoner-1)|  ++++ Deck Hand (Expert-1/Commoner-1)| 
-  * Deckhands work at the simple maintenance tasks associated with sailing, but many get the opportunity to train as a sailor.  +Deckhands work at the simple tasks associated with sailing and keeping the ship operative.  You'll find them scrubbing decks, coiling ropes, hauling on lines, cooking dinner, helping the carpenter - etc. Howeverthey also get the opportunity to train as a sailor. 
 +  
   * Init +1; Senses Perception +4   * Init +1; Senses Perception +4
-  * DEFENSE:  AC 12, HP 13 (2d6+4; Toughness, + 2 x Favoured class)+  * DEFENSE:  AC 13, HP 15 (2d6+4; Toughness, + 2 x Favoured class)
   * Combat  Boarding Pike +2 (1d8+1  x3)    * Combat  Boarding Pike +2 (1d8+1  x3) 
   * Feats (L1) Endurance, (Race) Toughness    * Feats (L1) Endurance, (Race) Toughness 
-  * Skills Acrobatics +4, Climb +5, Perception +5,  Profession (Sailor) +5, Profession (Soldier) +5, Swim  +5  (+1 for customisation+  * Skills Acrobatics +4, Climb +5, Perception +5, Profession (Sailor) +5, Profession/Craft +5, Swim  +5  (+1 for personalization
-  * Gear: Boarding Pike, Leather+  * Gear: leather, Boarding Pike.  
 + 
 +During Combat, the deck hands are responsible for holding the deck of their own shipwhile the marines and rowers lead the assault.
 ++++ ++++
  
-++++ Naval Rower (Commoner-2)| +++++ Naval Rower (Commoner-1/Warrior1)| 
-Rower are all 'volunteers' - after a fashion.  The Hann Empire doesn't really have prisons, and most restorative justice is handled by fines, community service or hard labour.   Another option is to serve a term in the Hann Navy, as a rower. However, criminals face an interview with the Navy, so only the most amenable and least dangerous are taken into service.  Other rowers are normally itinerants or jobbing labourers who can't see a future for themselves.  They all know that it will be a hard life, but they also know that they will be released from service, with a small 'signing off' benefit, at the end of their term.  Some, however, get the opportunity to train as Deck Hands and make a career in the navy.+Rower are all 'volunteers' - after a fashion.  The Hann Empire doesn't really have prisons, and most restorative justice is handled by fines, community service or hard labour.   Another option is to serve a term in the Hann Navy. However, criminals face an interview with the Navy, so only the most amenable and least dangerous are taken into service.  Other rowers are normally itinerants or jobbing labourers who can't see a future for themselves.  They all know that it will be a hard life, but they also know that they will be trained and released with a small 'signing off' benefit, at the end of their term.  Many, however, choose to stay on and make a career in the navy. 
 + 
 +As the ship closes for combat, the rowers drive their ship forwards, providing power to close and ram.  Once there is contact, the rowers grab their shields and axes and follow the marines as the second wave of the assault. 
 + 
 +Note:  This is the average build for rowers.  They range from ++Recruits|(Commoner-2)++, ++Rowers|(commoner/warrior - able to train as Seamen or Marines)++, to ++Military Rowers|(Warrior-2 - who have decided to try for the Marines)++
   * Init +0; Senses Perception +0   * Init +0; Senses Perception +0
-  * DEFENSE:  AC 11, HP 11 (2d6+4; Toughness, + 2 x Favoured class) +  * DEFENSE:  AC 13, HP 11 (2d6+4; Toughness, + 2 x Favoured class) 
-  * Combat  club +2 (1d6+1) +  * Combat  Boarding Axe +2 (1d6+1/20 x3
   * Feats (L1) Endurance, (Race) Toughness    * Feats (L1) Endurance, (Race) Toughness 
-  * Trait (L2) Auxiliary 2 +  * Skills Profession (Sailor) +4, Profession (Soldier) +4, Swim  +4  (+1 for personalization
-  * Skills Perception +4, Profession (Sailor) +4, Profession (Soldier) +1, Swim  +4  (+1 for customisation+  * Gear: Boarding AxeLarge Shield 
-  * Gear: ClubSmall Shield +
-**Note:-** Trait: Auxiliary 2 - Naval Rower (Galleys) - Proficient with Light Shield (only) & Club (Belaying pin):Prof(Soldier) +1.+
 ++++ ++++
  
 ===== Marines ===== ===== Marines =====
  
-Marines are trained combatants, responsible for policing, guarding and security - they do not take any part in sailing the vessel.  They handle patrols and guard duties, both when they are ashore and afloat.  When on duty, they wear Studded Leather Armour with a Cutlass at their belt.  For really formal parades, they will carry a Boarding Pike as well.+Marines are trained combatants, responsible for policing, guarding and security - they do not take any part in sailing the vessel.  In battle they are responsible for the seige engines as the ships close, and storming  other vessels, when ordered.   They handle patrols and guard duties, both when they are ashore and afloat.  When on duty, they wear Studded Leather Armour with a Cutlass at their belt.  For really formal parades, they will carry a Boarding Pike as well.
  
 ++++Marine Units and their Officers| ++++Marine Units and their Officers|
consolidated/hann_empire/hann_navy.1744814795.txt.gz · Last modified: by johnb